Decompose remaining effects-file hot spots (refactor step 7)

drain gains drainReaches; zapSpeed gains hasteTarget/slowTarget;
readHoldMonster gains holdMonstersNear; readCreateMonster gains
createMonsterSpot; revealSpot splits into revealChar/revealWall/
revealSolid/revealFloor; turnSee gains showSensed. potions.go,
scrolls.go, and sticks.go are complexity-clean. Behavior and RNG call
order unchanged.
This commit is contained in:
2026-07-07 02:53:09 +02:00
parent 1a25beead8
commit ebe477ba28
3 changed files with 176 additions and 99 deletions

View File

@@ -229,31 +229,46 @@ func (g *RogueGame) zapMagicMissile(*Object) bool {
}
func (g *RogueGame) zapSpeed(obj *Object) bool {
if tp := g.zapRayMonster(); tp != nil {
if obj.WandKind() == WandHasteMonster {
if tp.On(Slowed) {
tp.Flags.Clear(Slowed)
} else {
tp.Flags.Set(Hasted)
}
} else {
if tp.On(Hasted) {
tp.Flags.Clear(Hasted)
} else {
tp.Flags.Set(Slowed)
}
tp.Turn = true
}
g.Delta.Y = tp.Pos.Y
g.Delta.X = tp.Pos.X
g.runTo(g.Delta)
tp := g.zapRayMonster()
if tp == nil {
return true
}
if obj.WandKind() == WandHasteMonster {
hasteTarget(tp)
} else {
slowTarget(tp)
}
g.Delta.Y = tp.Pos.Y
g.Delta.X = tp.Pos.X
g.runTo(g.Delta)
return true
}
// hasteTarget cancels a slow or applies a haste (the WS_HASTE_M arm of
// do_zap).
func hasteTarget(tp *Monster) {
if tp.On(Slowed) {
tp.Flags.Clear(Slowed)
} else {
tp.Flags.Set(Hasted)
}
}
// slowTarget cancels a haste or applies a slow (the WS_SLOW_M arm of
// do_zap).
func slowTarget(tp *Monster) {
if tp.On(Hasted) {
tp.Flags.Clear(Hasted)
} else {
tp.Flags.Set(Slowed)
}
tp.Turn = true
}
func (g *RogueGame) zapBolt(obj *Object) bool {
var name string
@@ -286,9 +301,7 @@ func (g *RogueGame) drain() {
var drainee []*Monster
for _, mp := range g.Level.Monsters {
if mp.Room == p.Room || mp.Room == corp ||
(inpass && g.Level.Char(mp.Pos.Y, mp.Pos.X) == Door &&
&g.Level.Passages[*g.Level.FlagsAt(mp.Pos.Y, mp.Pos.X)&FPassNum] == p.Room) {
if g.drainReaches(mp, corp, inpass) {
drainee = append(drainee, mp)
}
}
@@ -312,6 +325,18 @@ func (g *RogueGame) drain() {
}
}
// drainReaches reports whether the drain-life wand reaches this monster:
// the hero's room, the passage behind the door he stands on, or — when
// he is in a passage — a door of that same passage (the drainee
// condition of sticks.c drain).
func (g *RogueGame) drainReaches(mp *Monster, corp *Room, inpass bool) bool {
p := &g.Player
return mp.Room == p.Room || mp.Room == corp ||
(inpass && g.Level.Char(mp.Pos.Y, mp.Pos.X) == Door &&
&g.Level.Passages[*g.Level.FlagsAt(mp.Pos.Y, mp.Pos.X)&FPassNum] == p.Room)
}
// fireBolt fires a bolt in a given direction from a specific starting
// place (sticks.c fire_bolt).
func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {